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      <a id="pan"></a>
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      <a id="IndexPan" class="indexterm"></a>
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        <h2>
          <span class="refentrytitle">pan</span>
        </h2>
        <p>pan — 
      Distribute an audio signal amongst four channels.
    </p>
      </div>
      <div class="refsect1">
        <a id="idp132255232"></a>
        <h2>Description</h2>
        <p>
      Distribute an audio signal amongst four channels with localization control.
    </p>
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      <div class="refsect1">
        <a id="idp132256416"></a>
        <h2>Syntax</h2>
        <pre class="synopsis">a1, a2, a3, a4 <span class="command"><strong>pan</strong></span> asig, kx, ky, ifn [, imode] [, ioffset]</pre>
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      <div class="refsect1">
        <a id="idp132323184"></a>
        <h2>Initialization</h2>
        <p>
      <span class="emphasis"><em>ifn</em></span> -- function table number of a stored pattern describing the amplitude growth in a speaker channel as sound moves towards it from an adjacent speaker. Requires extended guard-point.
    </p>
        <p>
      <span class="emphasis"><em>imode</em></span> (optional) -- mode of the <span class="emphasis"><em>kx, ky</em></span> position values. 0 signifies raw index mode, 1 means the inputs are normalized (0 - 1). The default value is 0.
    </p>
        <p>
      <span class="emphasis"><em>ioffset</em></span> (optional) -- offset indicator for <span class="emphasis"><em>kx, ky</em></span>. 0 infers the origin to be at channel 3 (left rear); 1 requests an axis shift to the quadraphonic center. The default value is 0.
    </p>
      </div>
      <div class="refsect1">
        <a id="idp132327632"></a>
        <h2>Performance</h2>
        <p>
      <span class="emphasis"><em>pan</em></span> takes an input signal <span class="emphasis"><em>asig</em></span> and distributes it amongst four outputs (essentially quad speakers) according to the controls <span class="emphasis"><em>kx</em></span> and <span class="emphasis"><em>ky</em></span>. For normalized input (mode=1) and no offset, the four output locations are in order: left-front at (0,1), right-front at (1,1), left-rear at the origin (0,0), and right-rear at (1,0). In the notation (<span class="emphasis"><em>kx</em></span>, <span class="emphasis"><em>ky)</em></span>, the coordinates <span class="emphasis"><em>kx</em></span> and <span class="emphasis"><em>ky</em></span>, each ranging 0 - 1, thus control the 'rightness' and 'forwardness' of a sound location.
    </p>
        <p>
      Movement between speakers is by amplitude variation, controlled by the stored function table <span class="emphasis"><em>ifn</em></span>. As <span class="emphasis"><em>kx</em></span> goes from 0 to 1, the strength of the right-hand signals will grow from the left-most table value to the right-most, while that of the left-hand signals will progress from the right-most table value to the left-most. For a simple linear pan, the table might contain the linear function 0 - 1. A more correct pan that maintains constant power would be obtained by storing the first quadrant of a sinusoid. Since <span class="emphasis"><em>pan</em></span> will scale and truncate <span class="emphasis"><em>kx</em></span> and <span class="emphasis"><em>ky</em></span> in simple table lookup, a medium-large table (say 8193) should be used.
    </p>
        <p>
      <span class="emphasis"><em>kx, ky</em></span> values are not restricted to 0 - 1. A circular motion passing through all four speakers (inscribed) would have a diameter of root 2, and might be defined by a circle of radius R = root 1/2 with center at (.5,.5). <span class="emphasis"><em>kx, ky</em></span> would then come from Rcos(angle), Rsin(angle), with an implicit origin at (.5,.5) (i.e. <span class="emphasis"><em>ioffset</em></span> = 1). Unscaled raw values operate similarly. Sounds can thus be located anywhere in the polar or Cartesian plane; points lying outside the speaker square are projected correctly onto the square's perimeter as for a listener at the center.
    </p>
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      <div class="refsect1">
        <a id="idp132337824"></a>
        <h2>Example</h2>
        <p>
      Here is an example of the pan opcodes. It uses the file <a class="ulink" href="examples/pan.csd" target="_top"><em class="citetitle">pan.csd</em></a>.
      </p>
        <div class="example">
          <a id="idp132339680"></a>
          <p class="title">
            <strong>Example 598. Example of the pan opcodes.</strong>
          </p>
          <div class="example-contents">
            <p>See the sections <a class="link" href="UsingRealTime.html" title="Real-Time Audio"><em class="citetitle">Real-time Audio</em></a> and <a class="link" href="CommandFlags.html" title="Csound command line"><em class="citetitle">Command Line Flags</em></a> for more information on using command line flags.</p>
            <pre class="programlisting">
<span class="csdtag">&lt;CsoundSynthesizer&gt;</span>
<span class="csdtag">&lt;CsOptions&gt;</span>
<span class="comment">; Select audio/midi flags here according to platform</span>
-odac     <span class="comment">;;;realtime audio out</span>
<span class="comment">;-iadc    ;;;uncomment -iadc if real audio input is needed too</span>
<span class="comment">; For Non-realtime ouput leave only the line below:</span>
<span class="comment">; -o pan.wav -W ;;; for file output any platform</span>
<span class="csdtag">&lt;/CsOptions&gt;</span>
<span class="csdtag">&lt;CsInstruments&gt;</span>

<span class="ohdr">sr</span> <span class="op">=</span> 44100
<span class="ohdr">ksmps</span> <span class="op">=</span> 32
<span class="ohdr">nchnls</span> <span class="op">=</span> 4
<span class="ohdr">0dbfs</span>  <span class="op">=</span> 1

<span class="oblock">instr</span> 1

kcps <span class="op">=</span> p4
k1   <span class="opc">phasor</span> kcps		<span class="comment">; "fraction" of circle - controls speed of rotation - can be negative</span>
k2   <span class="opc">tablei</span> k1, 1, 1 		<span class="comment">; sin of angle (sinusoid in f1)</span>
k3   <span class="opc">tablei</span> k1, 1, 1, .25, 1	<span class="comment">; cos of angle (sin offset 1/4 circle)</span>
arnd <span class="opc">randomi</span> 400, 1000, 50	<span class="comment">; produce random values </span>
asig <span class="opc">poscil</span> .7, arnd, 1		<span class="comment">; audio signal.. </span>

a1,a2,a3,a4 <span class="opc">pan</span>	asig, k2<span class="op">/</span>2, k3<span class="op">/</span>2, 2, 1, 1	<span class="comment">; sent in a circle (f2=1st quad sin)</span>
	<span class="opc">outq</span>	a1, a2, a3, a4

<span class="oblock">endin</span>
<span class="csdtag">&lt;/CsInstruments&gt;</span>
<span class="csdtag">&lt;CsScore&gt;</span>

<span class="stamnt">f</span>1 0 8192 10 1
<span class="stamnt">f</span>2 0 8193 9 .25 1 0

<span class="stamnt">i</span>1 0 10 .2	<span class="comment">;move to the tight</span>
<span class="stamnt">i</span>1 11 10 -.2	<span class="comment">;move to the left</span>
<span class="stamnt">e</span>

<span class="csdtag">&lt;/CsScore&gt;</span>
<span class="csdtag">&lt;/CsoundSynthesizer&gt;</span>
</pre>
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